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Returning 13 results for 'springs striking'.
Monk
Legacy
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Basic Rules (2014)
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy. Jaculis are found in damp climates, and their preferred habitats are rain forests
.
Spring. The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Monk Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them
their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Monk Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them
their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends. Blinding magical light springs from
gates (see “Gates”). Striking either menhir with a hard object or targeting one or both with a shatter spell deals no damage, but causes an affected standing stone to emit a loud ringing that awakens
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
radiates the same aura as the fountain and the artwork. Striking the sculptures with the mallet produces a sound like the ringing of a bell. If each of the three rocks is struck, water erupts from the
the water. Every creature in the room witnesses a silent, smiling reflection of the Mountain Cloud Empress appear in the water as the garden springs to life. Trees and flowers erupt from the stony
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4
force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ship trying to sail though must make a DC 10 Intelligence check. If the check succeeds, the ship gets past the rocks safely. If it fails by 4 or less, the ship strikes a rock and springs a few leaks
is repaired. Striking a third rock causes the ship to sink. The pirates, of course, know where the rocks are and avoid them. The watchtower (area 6) and the entire elevated walkway from the tower to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sounds of metal striking metal long before they see what’s inside. Noise, light, and heat issue from this massive chamber. Runnels of lava flow from holes in the west wall into bronze troughs. Heat
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guard room are two bugbears, initially located in the eastern end of the area. If not engaged immediately, they will raise an alarm by striking a large brass gong that hangs near the door. If they are
springs that come through holes in the wall to the west. The pool is 14 feet deep, and at the bottom is an outlet large enough for a Medium humanoid to pass through, The opening is finished stone
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
marble surface find the following inscription engraved on it in the Elvish script: “I rule by the verdict of my heart and the slam of my fist.” Striking the table with a clenched fist causes it to emit a
Dazzling Light (Recharge 5–6). Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
ghostly blue and swings open silently. Scythe Trap. If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door
creature within striking distance takes 1 piercing damage and must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage. Treasure. In addition to the valuables mentioned in the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. A wall of tangled brush bristling with thorns springs into existence on a solid surface within
dragon dies. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit






